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We now have a fine texture for the mortar, but overall it's still just a flat plane,
so let's add a bigger noise to create some unevenness.
Let's add a Noise Texture into our Mortar Frame, connect it to the Texture Coordinate,
and as usual set it to 2D. Now we can add a Math node to subtract 0.5,
so that our values are centered around zero, and don't change the average depth of the mortar.
Then let's add another Math node, this time a multiplication, to set the intensity.
Then let's just create some space here, so that we are able to insert a Math node in between,
for us to add the new noise onto our previous texture.
Then let's add a bit more Detail to our Noise,
though we don't need much, as we already have the fine detail above.
Then, if we look at the final output, and change the intensity, there is not much
difference to be seen. But that's because this is a more low frequency variation in the depth,
which isn't really visible without displacement.
So switching to Cycles, and setting the intensity to zero,
our mortar is completely flat, throughout the plane.
But if we increase the intensity, we start seeing a bit more bumpiness, and if we really crank
it up, we see a lot of variation in the mortar depth. But let's set it to a more subtle value.
Note that we are changing the mortar texture, and the whole time,
the mask that separates the bricks and mortar is just updating automatically,
because of the convenient setup int the Apply Mortar Frame.
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